mortifera (mortifera) wrote in mortnetwork, @ 2010-10-11 21:33:00 |
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• InsaneJournal names do not have to reflect the name of the character, but must relate to them in one way or another. Refrain from using excessive amounts of underscores and numbers. |
The vampires of Brookhurst aren't your typical vampires read in folklore or seen on television. There are a few similarities in each, but for the most part, these vampires are mixtures of ideas both acquired and made-up. Like True Blood, for example, a vampire is known amongst the community however is still feared by some, while others find them rather intriguing. The sunlight is nearly limited here due to the weather, and a vampire can step out during the day if one so chooses. This is where the "limited" source comes in. During gthe summer the sun peeks out far brighter than any other season, so a vampire cannot bear being outside in said sunlight for more than a few minutes. Otherwise burning does occur, and will lead to permanent death to an immortal. |
The shape-shifters of this game are (unlike the vampires) your typical shape-shifters that you may know of. It is a being that has the ability to alter its physical appearance, yes, but only to an animal of any kind. This discludes other people, plants and inanimate objects. Shifters have a preferable go-to when it comes down to their main animal to shift into, but if needed (or wanted), they can shift into another species of animal. To do this, however, a shifter must catch the sight of said animal in order to be able to shift. Even so, once a shifter has changed into an animal they have already seen and used, it is imprinted into their brain's "system," therefore they can use this animal again without having to visually see it. But if a shifter has failed to use, let's say, a cat for an extensive amount of time, the encoding will be lost. |
This category is bound together simply because they are all, in a sense, human. It's easy from here to determine what a human is and what a hunter is -- but we'll go over these subjects anyway just because we have to. A hunter in Brookhurst is kind of like a police officer, however they don't drive around in police cars or walk around in any sort of uniform. When the town was first built, vampires were not as well-known as they are today, where they could simply saunter through town babbling on about themselves or their species like nothing. The same went with shape-shifters, as they were not as well known either. Hunters were gathered groups who set rules and laws for those unlike the humans to abide by, rather than just killing off the other species. This had occurred after the date of June 13th, 1993, the first major battle (for lack of a better term) that Brookhurst had seen. Those that have lived here for quite a while know of the vampires and shifters and have obviously found a way to live amongst them. There are those that do pass through the town from time to time, and whether or not they know of the other species existing remains in the hands of the outside world. The vampires mostly feed upon the animals, or run through the bank in a separate section of the hospital. |
Our "witches" aren't your typical green-skinned-mole-having-wart-sporting-p |
Elementals are humans with an elemental affinity. You cannot become an elemental, you are born one. In the past, someone could go their entire life without knowing they were an elemental, and thus, never have the chance to master their powers. Since the supernatural races came to light, however, society has started looking to 'diagnose' elementals and give them the proper education of how to master what they are. |
Air elementals are the thinkers of the world. They tend to be one of two extremes, as scholars and philosophers, or airheads with their heads in the clouds. They are the dreamers, the academics, and the idealists. Air elementals are constant daydreamers, and are always asking, 'Why not?' Air elementals are frequently the most commonly misunderstood of the elementals - while most air elementals have high intellects, it is not uncommon for them to be written off as flaky. They can sometimes tend to be abstract, seeing the big picture in a way many do not. |
Fire Elementals are often the outsiders of the world. Fire has no natural home on earth, and holds dominion only over itself. Fire is out of control, and conforms to no other's rules. Fire is will itself, burning hot, and the will to get things done is a spark that ignites. Fire elementals are known to be greatly temperamental. Anger and lust are both associated with fire. Fire elementals are full of life. They are great and loyal friends, that can sometimes become dependent. Fire is the one element that needs another to exist. A loner fire elemental is a miserable fire elemental. | ||||
Water elementals are the feelers of the world. They are the deep wells, full of mysteries not visible on the surface. Water is considered the most feminine of the elements, but they share something with masculine air - they are dreamers. Water often represents the subconscious mind, and from there, altered states of consciousness - trance, vision, and personal journey. |
Earth elementals are the salt of the earth. They are the mothers, the nurturers, and backbone of society. Earth elementals make great healers (doctors) and leaders. They are patient and able to keep a cool head in a crisis. They are the slowest to anger of all of the elements, but definitely not someone you want to make an enemy out of. Once Earth has lost her temper or patience with someone, there is rarely any hope to change their mind. Think of Earth's temper as a volcano - once it erupts, there's no holding it back, and the only option is to try and get far, far away. |
please take all ideas and/or questions to the drop box. |